My name is Angel J. Soto Rivera , currently pursuing the bachelor degree of Development and Design of Videogames, at the InterAmerican University of Puerto Rico.I'm also the current president of the Chapter of the PRGDA(Puerto Rico Game Developers Asosiation) working on helping the students know more about the industry and helping them to gather experiences that could help them in the future. I see myself as creative person with a massive imagination, and a hard-working individual ready to give my 101% towards any goal I set. Making Games is something that I enjoy and my goal is to create games that can help people and entertain them in their live. I wish that my games can bring a lot of fun and joy to people.
Platform: itch.io/Pc
Game Engine: Unity
Genre: Adventure, 2d, Top-Down
Publish Date: Jul 31, 2023
Roles:
Game Designer
Level Designer
UI Designer
This is a Game Jam project in which I played the role of a leader. Throughout this project I managed to improve my decision-making skills, aiding my team in understanding the game mechanics and efficiently working within the time constraints. I also work on the level design in which we use a piece of cardboard to make the design and then implemented on the game. Additionally, I created sketches for the UI design and player to prevent the artist from being overloaded.
In a mystical zoo at night, legends escape their cages and run along the zoo. As the new zookeeper, the player has to capture and return them to their habitat before the zoo opens.
Contribution:
Pipeline Creation
Project Management
Character Design
Creative Director
Player Sketch
UI Sketch
Platform: PC
Game Engine: Unity
Genre: Turn Based Card Game
Publish Date: In develpment
Roles:
Game Director
Lead Game Designer
Character Designer
Gameplay Designer
In this personal project, I manage to make the mechanichs of the game and the GDD. I also gather a team of talented people who ive been managing since the beginning of this game. Here I've experienced in the production side and in the designing side. I make sure that everything is running how it should and to make sure that my team efficiency is at 100% without burning them out.
Each player will have a Pixel Field, which will determine how many pixels you start with. By summoning pixelites, you can attack your enemy and steal their pixels. To win the game you must accumulate enough Pixels to expand your Pixel Field and destroy your opponents.
Contributions:
Game Documentation
Card Design
Character Design
Creative Director
Game Balancing
Pipeline Creation
Project Management
Platform: PC
Game Engine: Unity
Genre: Platformer
Publish Date: In develpment
Roles:
Level Designer
Artist
Producer
Here, I worked as part of the team management and level design. In team management, our goal is to ensure that every task is completed efficiently. As for level design, I was responsible for the third level. This level is designed to present a challenge to players unfamiliar with gaming, yet it needed to be easy to complete. To achieve this, I incorporated matching colored buttons and platforms. When a player steps on the button it triggers the corresponding color matching platform.
During this internship, we developed a game to show prospective students what they can learn in the Bachelor's program for Design and Develop of Video Games at the Inter-American University.
Contributions:
3rd Level Design
Play-Testing
Team Management
UX Research
2nd Level Design
2nd Level Art Assets
Game Engine: Unreal Engine 5.2
Roles:
Programmer
Level Design
During this project was asked to create a simple level design that requires a key that open a door, a coin that would activate the Elevator, Enviromental Damage and an object that disappearing when the player shoots. I Implemented a function making that once my player had all keys, it allows them open the doo to were the coin for the elevator is located.
Game Engine: Unreal Engine 5.2
Roles:
Programmer
Level Design
For this project I had to a create a museum showcase featuring all the blueprints. I developed a mini game incorporating these blueprints in the scene. Throughout the project, I collaborated on AI interaction, enabling characters to walk,follow and run. The level design was resemble of a parkour layout,requiring playes to obtain buffs that assist in completing the game.